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4r5

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Everything posted by 4r5

  1. 4r5

    [CT] Hakumen Thread

    Haku-men's 6C is delayable for more damage. I'm pretty sure the range at which Rachel "initiates" her game is well outside of Haku-men's range. Or maybe you know something I don't?
  2. "hit the buttons harder"
  3. 4r5

    [CT] Hakumen Thread

    Canceling into 623A is hardly a rushdown. In fact, C>623A is still punishable, even if they barrier. Yeah, you can counter their punish by canceling into the Upper, but that's just a risky gimmick, not a stable tool. And I'd rather focus on solid play, not risky gimmicks. We're not playing AC Johnny anymore. We don't have to rely on gimmicks, while pretending we're psychic. Now what 623A is, is a good spacing tool. Like when you want to maintain your positioning if they barrier your C. Or advance under a fireball. And of course, counter attacking underneath laggy moves. About the only time 623A becomes a rushdown tool worth the stars is when they are about to be guardcrushed. Spacing is paramount. Worry about that first. The rest will come about on their own. (Especially combos. You can just rub a few out on your own, in training mode) Hakumen is a real basic character, nothing fancy. Just the fundamentals: spacing, reactions, and anticipation. Except when you're fighting the big zoners, then you gotta be hella clutch.
  4. 4r5

    [CT] Hakumen Thread

    Hakumen's pressure is more of the spacing variety, rather then the rushdown. It's like Street Fighter 2. You just want to stand at that awkward space where you can easily attack them and they could attack you if they just take that one little tiny step forward. But when they take that step is when you hit C as hard as you can, then hurt them good. And then there's that set of characters who don't give a fuck about Street FIghter 2, this is MAHVEL BAYBEE!
  5. don't use the shortcut, use the exe in one of the folders
  6. 4r5

    [CT] Hakumen Thread

    4r5's guide to pressuring with Haku-men (and Johnny) Stand in front of opponent.
  7. 4r5

    [CT] Hakumen Thread

    It's still on SRK, where it has always been.
  8. 4r5

    [CT] Hakumen Thread

    short of you opponent failing to execute, bursting is the only way out of a combo. real answer to the question I think you were trying to get at: Don't get hit by mids or overheads, right after Haku-men does Mugen.
  9. I've been doing ...(JI)...HS>KJT>KJ(frc), DB(frc), ...etcetc... The DB after the KJ kinda stabilizes them, so they don't go flying in whatever direction KJ decides to send them. been thinking about incorporating some ...HS>KJT>KJ(frc), land, K/c.S... doesn't do as much damage as a JH, but is safer against bursts. wait, how do you plan to get an air DB off a HS? or do you mean j.HS? Plus, on a standing hit, DB knockdown, any follows would be OTG.
  10. Getting to Evo is the hurdle that keeps most people from entering Evo.
  11. 4r5

    Koogykaka

  12. 4r5

    [CT] Hakumen Thread

    Everything that there is ever to know about Hakumen has already been found out. The only thing left to do is to counter everything, all the time. (maybe, shrug)
  13. skimmed through your post. sounds like you're accidentally negative edging the disc. let go of HS faster, before you hit 6
  14. If you're trying to compete in AC, not playing AC would be a waste of time. You can play #r (assuming lag doesn't get in the way) and get some of the basics down, like throwing and instant blocking. But #r is two games behind and AC changed the most drastically between revisions. Even basic stuff like airthrows and bursts have changed since #r. If you are going to play #r, I would suggest having one character for #r and another for AC, just to help create that mental division that they are two different games. And becareful playing online. The lag really makes it a different game, even between offline #r and online #r.
  15. 4r5

    [CT] Hakumen Thread

    Hakumen has eyes.
  16. KillerJoker FRC restores jump options.
  17. The Tiger Knee is a golf stroke made famous by Tiger Woods. To perform a Tiger Knee, start by standing as you would any other stroke, placing your feet below your shoulders with your toes pointing forward. While swinging, keep your forward knee locked straight. Push off with your back foot while lifting your back knee forward and pivot around your left leg. The pivoting action will give your stroke extra centripetal force, putting more power behind your ball. Though the Tiger Knee is powerful it is also dangerous to use. Repeated use of the Tiger Knee can cause damage to the knee. The Tiger Knee is sometimes called the Tiger Crush, after Tiger Woods received a knee fracture and torn ligaments from over use of the technique.

  18. Lvl3 MC is 7 frames, fastest. j.D landing recovery is 5 frames. but, shrug, I'll look in to it
  19. Ensenga has an area directly in front of it, where the 2nd hit will whiff.
  20. lawls http://www.nicovideo.jp/watch/sm7024262
  21. nicovideo "Haku-men" in japanese ("ハクメン") search | tag search nicovideo "blazblue" search | tag search nicovideo "blazblue" in japanese ("ブレイブルー") search | tag search super nohoho fighter ii x: How to Use Nico Video Madman's Cafe's Nicovideo Redirector (for if you're too lazy to create an account)
  22. 6 frames after hitstun, you are unthrowable. 5 frames after blockstun, you are unthrowable. it's in the guide
  23. Try reading the 'teching' section.
  24. Yeah, UMBC is in Catonsville. But for the next few months that won't matter, end of the semester and all. I'm derailing this thread, so take it to the Maryland thread if you're interested.
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